doom3-bfg/base/renderprogs/fxaa.pixel

110 lines
4.3 KiB
Text
Raw Normal View History

2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "global.inc"
#define FXAA_GREEN_AS_LUMA 1
#define FXAA_EARLY_EXIT 0
#include "Fxaa3_11.h"
uniform sampler2D samp0 : register(s0);
uniform sampler2D samp1 : register(s1); // exponent bias -1
uniform sampler2D samp2 : register(s2); // exponent bias -2
uniform float4 rpUser0 : register( c128 );
uniform float4 rpUser1 : register( c129 );
uniform float4 rpUser2 : register( c130 );
uniform float4 rpUser3 : register( c131 );
uniform float4 rpUser4 : register( c132 );
uniform float4 rpUser5 : register( c133 );
uniform float4 rpUser6 : register( c134 );
struct PS_IN {
float4 position : VPOS;
float2 texcoord0 : TEXCOORD0_centroid;
};
struct PS_OUT {
float4 color : COLOR;
};
void main( PS_IN fragment, out PS_OUT result ) {
const float4 FXAAQualityRCPFrame = rpUser0;
const float4 FXAAConsoleRcpFrameOpt = rpUser1;
const float4 FXAAConsoleRcpFrameOpt2 = rpUser2;
const float4 FXAAConsole360RcpFrameOpt2 = rpUser3;
const float4 FXAAQualityParms = rpUser4;
const float4 FXAAConsoleEdgeParms = rpUser5;
const float4 FXAAConsole360ConstDir = rpUser6;
// Inputs - see more info in fxaa3_11.hfile
FxaaFloat2 fxaaPos = fragment.texcoord0;
FxaaFloat4 fxaaConsolePos;
float2 halfPixelOffset = float2( 0.5, 0.5 ) * FXAAQualityRCPFrame.xy;
fxaaConsolePos.xy = fxaaPos.xy - ( halfPixelOffset );
fxaaConsolePos.zw = fxaaPos.xy + ( halfPixelOffset );
FxaaFloat2 fxaaQualityRcpFrame = FXAAQualityRCPFrame.xy;
FxaaFloat4 fxaaConsoleRcpFrameOpt = FXAAConsoleRcpFrameOpt;
FxaaFloat4 fxaaConsoleRcpFrameOpt2 = FXAAConsoleRcpFrameOpt2;
FxaaFloat4 fxaaConsole360RcpFrameOpt2 = FXAAConsole360RcpFrameOpt2;
// Quality parms
FxaaFloat fxaaQualitySubpix = FXAAQualityParms.x;
FxaaFloat fxaaQualityEdgeThreshold = FXAAQualityParms.y;
FxaaFloat fxaaQualityEdgeThresholdMin = FXAAQualityParms.z;
// Console specific Parms
FxaaFloat fxaaConsoleEdgeSharpness = FXAAConsoleEdgeParms.x;
FxaaFloat fxaaConsoleEdgeThreshold = FXAAConsoleEdgeParms.y;
FxaaFloat fxaaConsoleEdgeThresholdMin = FXAAConsoleEdgeParms.z;
// 360 specific parms these have to come from a constant register so that the compiler
// does not unoptimize the shader
FxaaFloat4 fxaaConsole360ConstDir = FXAAConsole360ConstDir;
float4 colorSample = FxaaPixelShader( fxaaPos,
fxaaConsolePos,
samp0,
samp1,
samp2,
fxaaQualityRcpFrame,
fxaaConsoleRcpFrameOpt,
fxaaConsoleRcpFrameOpt2,
fxaaConsole360RcpFrameOpt2,
fxaaQualitySubpix,
fxaaQualityEdgeThreshold,
fxaaQualityEdgeThresholdMin,
fxaaConsoleEdgeSharpness,
fxaaConsoleEdgeThreshold,
fxaaConsoleEdgeThresholdMin,
fxaaConsole360ConstDir );
result.color = colorSample;
}